vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Gdi. Must be unique whatever its type.
vsTASKER will generate a class whose name will be <Name>_Spt. For the moment, this class will inherit from Vt_Sprite class.
Any Sprite can be accessed using its name in a generated union named s.
 
2

Center

2. Center
Coordinates, in the HMI design panel, of the GDI center position, materialized on the design display with:
The values can be changed here for perfect precision, or using the mouse by just selecting the hook and dragging it anywhere on the HMI.
 
3

Dimensions

3. Dimensions
Specify the width and the height of the GDI as they will be kept in the HMI.
 
4

Aspect Ratio

4. Aspect Ratio
When checked, the resizing will keep the ratio memorized at the time the option was checked.
If unchecked, width and height can change freely from the hooks or from the Dimensions text fields.
 
5

Read-Only

5. Read-Only
If checked, the GDI cannot be modified.
 
6

Hidden

6. Hidden
If checked, the GDI will not be displayed on the runtime HMI.
This value can be changed using code to make the GDI appear and disappear.
 
7

Definitions

7. Definitions
Put here all the local variables needed for this specific Sprite runtime computation.
 
8

Initialization

8. Initialization
Initialize here (mostly in RESET part) all the variables defined in Definition section.
 
9

Draw

9. Draw
Holds the runtime code called at every cycle (HMI cycling rate) that will display the user defined graphic.
Put any OpenGL code here.
 
10

Mouse

10. Mouse
This part is called for any mouse selection on the GDI.
The mouse button is defined by the state.
The mouse position inside the GDI (from 0, 0 to width, height) is hold in mpos variable.